import java.awt.image.BufferedImage;

/**
 * This class stores the buffered images used to represent a single character.  A certain
 * key is needed to access these images: Type, Image number.  So 0,0 would access
 * the stances array, image number 0.
 * @author drichmond3
 *
 */
public class CharacterImage {

	BufferedImage[] Stances ={null,null,null,null,null,null,null,null,null,null};
	BufferedImage[] Melee = {null,null,null,null,null,null,null,null,null,null};
	BufferedImage[] Energy = {null,null,null,null,null,null,null,null,null,null};
	BufferedImage[] Damage = {null,null,null,null,null,null,null,null,null,null};
	BufferedImage[] Transform = {null,null,null,null,null,null,null,null,null,null};
	BufferedImage[] Special = {null,null,null,null,null,null,null,null,null,null};
	BufferedImage[][] all = {Stances,Melee,Energy,Damage,Transform,Special};
	/**
	 * adds an image to this array of images
	 * @param img the buffered image to be added
	 * @param x the Type of the image, (Stances, Melee, Energy, etc.)
	 * @param y the image number
	 */
	public void add(BufferedImage img,int x, int y){
		all[x][y] = img;
	}
	/**
	 * gets the bufferedImage stored in the specified location
	 * WARNING: if the specified location has no image, it will return null
	 * @param x the Type of the image, (Stances, Melee, Energy, etc.)
	 * @param y the image number
	 * @return the bufferedImage stored in this location
	 */
	public BufferedImage get(int x,int y)
	{
		return all[x][y];
	}
}
